Fight that alternates between 2 phases. The fight unfolds in that order: P1 - P2 - P1 - P2 - P1
In P1 you fight the boss near elemental altars. He gets specific abilities based on the altar he's closest to. You should visit 2 different altars each P1.
The longer you stay at an altar, the more damages the raid takes while that altar is active, so you should not revisit them.
At 100 energy, Kurog becomes immune and P2 starts. 2 adds spawn based on the altars you visited in the previous P1. Once they're dead, P2 ends.
After the second P2, one last P1 starts. Finish Kurog before he enrages and kills you.
P1: Upon entering an altar, Kurog summons an add. Each add has a lethal frontal cone and 1/2 spells, often a copy of Kurog's abilities.
P2: Each add gains an ability that Kurog uses while at the corresponding altar in P1.
In Mythic, you should only visit 1 altar each P1. First go to the Fire Altar. Then the Earth Altar. And finish with the Frost Altar.
At the end of the first P1, right after Kurog reaches 30 stacks of the Fire Altar, move him into the Storm Altar to ensure you get the Fire and Storm add in the following P2.
Kurog gains new abilities while near an elemental altar.
EVERYONE
MYTHIC ADDS CLEAVE.
NEVER STAND IN FRONT.
EVERYONE
DODGE THE CONE, DON'T
STAND IN FRONT. TANKS
SWAP AFTER EACH CAST.
When Kurog activates an altar, the raid takes a burst of damage and receives a vulnerability debuff, increasing damage taken from this mechanic by 300% for 20s.
The raid takes ramping damage every 4s from the activated altar. The longer you stay at an altar, the more damages the raid takes while that altar is active. Each altar has an aura that works similarly.
When the damages become too high, change altars. Don't revisit an altar. You should visit 2 different altars each P1.
When Kurog activates an altar, the raid takes a burst of damage and receives a vulnerability debuff, increasing damage taken from this mechanic by 300% for 20s.
The raid takes ramping damage every 4s from the activated altar. The longer you stay at an altar, the more damages the raid takes while that altar is active. Each altar has an aura that works similarly.
When the damages become too high, change altars. Don't revisit an altar. You should visit 2 different altars each P1.
When Kurog is close to the fire altar, he gains a set of fire abilities.
EVERYONE
CASTERS STAY STACKED TO BAIT ALL
THE POOLS AT THE SAME LOCATION.
THEN SOAK THEM WITH ONE IMMUNITY.
The add spawns multiple pools of fire at the feet of range players. They must be soaked to shrink them and prevent them from spawning adds.
All casters should stay grouped as to bait all pools at the same location. Then one player with an immunity goes in to soak them.
EVERYONE
DODGE THE SWIRLS
EVERYONE
DODGE THE SWIRLS.
DON'T STAND IN POOLS.
Some players take damage then drop swirls at their feet which will explode and leave a pool behind.
EVERYONE
DODGE THE SWIRLS. WHEN
DEBUFFED, KEEP MOVING.
A frontal cleave, likely to kill any non-tank player. It also spawns lethal 4yd AoEs.
Presented above. The add spawns pools of flame at the feet of range players. They must be soaked to shrink them until they disappear.
Pools that aren't soaked after 15s spawn an add that must be interrupted.
A frontal cleave, likely to kill any non-tank player. It also spawns lethal 4yd AoEs.
Presented above. The add spawns pools of flame at the feet of range players. They must be soaked to shrink them until they disappear.
Pools that aren't soaked after 15s spawn an add that must be interrupted.
When Kurog is close to the frost altar, he gains a set of frost abilities.
EVERYONE
STAY GROUPED. BEING 10 YARDS
FROM OTHER PLAYERS FREEZES
YOU, PROBABLY TO DEATH.
If you don't have 2 or more players 10yds away, you become frozen for 10s and take massive DoT damage.
Stay close to other players.
EVERYONE
DODGE THE PROJECTILES.
HEALERS DISPEL ANYONE HIT.
EVERYONE
SOAK WITH YOUR ALLIES.
ON HEROIC, DON'T SOAK
BOTH METEORS AT ONCE.
Two players are marked with a large circle that deals massive damage split among allies.
On Heroic, never soak more than one player or you get frozen and take massive DoT damage.
A frontal cleave, likely to kill any non-tank player. Players hit receive a 75% snare for 10s.
The boss casts this ability since Normal mode.
Waves of projectiles shoot from the add, dealing massive damage and stunning anyone hit.
This stun is dispellable.
A frontal cleave, likely to kill any non-tank player. Players hit receive a 75% snare for 10s.
The boss casts this ability since Normal mode.
Waves of projectiles shoot from the add, dealing massive damage and stunning anyone hit.
This stun is dispellable.
When Kurog is close to the stone altar, he gains a set of earth abilities.
EVERYONE
DODGE INWARD TO
AVOID THE RING.
EVERYONE
MOVE AWAY FROM THE
ADDS BEFORE THEY SPAWN.
Adds will spawn from the ground, dealing damage around them and knocking players back.
They must be tanked. They apply a stacking 6% Physical vulnerability to the target.
A frontal cleave, likely to kill any non-tank player. Applies a nasty heavy healing absorb shield on the tank.
A frontal cleave, likely to kill any non-tank player. Applies a nasty heavy healing absorb shield on the tank.
When Kurog is close to the storm altar, he gains a set of lightning abilities.
EVERYONE
DODGE THE AOE AND SOAK
THE APPEARING RUSHING
ORBS OR THEY KILL THE RAID.
EVERYONE
DEBUFFED PLAYERS NEED 1 PARTNER
BESIDE THEM. PARTNERS SHOULD ONLY
PAIR WITH ONE DEBUFFED PLAYER.
EVERYONE
PLAYERS WITH CIRCLES
MOVE AWAY.
EVERYONE
SOAK THE CIRCLES ON
THE GROUND TO AVOID
MASSIVE RAID DAMAGE.
At 100 energy, Kurog becomes immune. 2 adds spawn based on the 2 altars you stayed at the longest in the previous P1. There are 4 different adds in total, each with unique abilities.
This phase occurs twice, and you will eventually fight all 4 adds.
EVERYONE
DODGE THE FIRE POOL.
KICK AND KILL THE ADD.
Cast by the Blazing Fiend - Fire Altar add.
The add periodically drops pools of fire. Each pool spawns an add. These adds must be kicked.
EVERYONE
MOVE INTO THE CIRCLE
EVERYONE
PLAYERS WITH CIRCLES
MUST MOVE AWAY.
EVERYONE
MOVE OUT OF THE
GROUP IF TARGETED.
Cast by the Thundering Ravager - Storm Altar add.
The add teleports to a random player and starts channeling on them. This player takes heavy damage and deals heavy damage around them.
Presented in P1 frost altar: two players are marked with a large circle that deals massive damage split among allies.
Never soak both circles at once, it will stun you for 10s and apply an almost lethal DoT.
Presented above.
The add marks a circle around it before channeling a storm that deals lethal raid damage. Players in the circle take less damage.
Presented in the P1 storm altar: Circles will spawn around the area which must be soaked. Missed soaks will deal massive raid damage.
Presented above.
The add teleports to a random player and starts channeling on them. This player takes heavy damage and deals heavy damage around them.
Presented in P1 fire altar: multiple players are debuffed and will drop swirls under their feet for 5s which will explode and deal damage.
Presented above. The add periodically drops pools of fire.
On Heroic, an add now spawns from this pool. The add must be kicked.
Presented in P1 earth altar: adds will spawn from the ground, dealing damage around them and knocking players back.
The adds must be tanked. They apply a stacking 6% Physical vulnerability to the target.
Presented above.
Several players are marked with a circle which will deal damage to anyone inside.
Massive rock spikes erupt from the ground, knocking back and dealing near lethal damages to players hit.
Don't stand in the big brown pools on the ground.
Presented in P1 fire altar: multiple players are debuffed and will drop swirls under their feet for 5s which will explode and deal damage.
Presented above. The add periodically drops pools of fire.
On Heroic, an add now spawns from this pool. The add must be kicked.
Presented in P1 frost altar: two players are marked with a large circle that deals massive damage split among allies.
Never soak both circles at once, it will stun you for 10s and apply an almost lethal DoT.
Presented above.
The add marks a circle around it before channeling a storm that deals lethal raid damage. Players in the circle take less damage.
Presented in P1 earth altar: adds will spawn from the ground, dealing damage around them and knocking players back.
The adds must be tanked. They apply a stacking 6% Physical vulnerability to the target.
Presented above.
Several players are marked with a circle which will deal damage to anyone inside.
Massive rock spikes erupt from the ground, knocking back and dealing near lethal damages to players hit.
Don't stand in the big brown pools on the ground.
Presented in the P1 storm altar: Circles will spawn around the area which must be soaked. Missed soaks will deal massive raid damage.
Presented above.
The add teleports to a random player and starts channeling on them. This player takes heavy damage and deals heavy damage around them.
After the second P2, one last P1 starts. Kurog enrages after 2 min, so finish him.
P1: Storm Altar Debuff
Lightning Crash applies a stacking 30% vulnerability, if the boss casts another ability you may be in danger.
If you have the spread or you are going to soak, use a defensive cooldown if you have Lightning Crash stacks.
P2: Frost Add Channel
During Freezing Tempest from the Frost Add, you take heavy damage if you are not in melee range.
Run in melee range !
Raid Leaders: don't forget to announce it !
Dodge this !
The boss casts a huge amount of AoE, most of them are lethal.
It will become pretty intense, just dodge everything !
A general WeakAura pack that provides "icon" style mechanics/debuff as well as short descriptions for each. Pretty standard. We also recommend downloading Causese Sound addon to hear vocal announcements. Feel free to thank the amazing Causese here (sorry, no Twitter that I know of...).